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stephensmat
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Everything posted by stephensmat
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What do you expect from the Science Update?
stephensmat replied to GGG-GoodGuyGreg's topic in KSP2 Discussion
Science Mode was my first serious game in KSP1. I was lost in Sandbox mode, and my first attempt at Story mode failed. Ran out of money too early. Rookie mistakes, I know. Science mode was a big help, because as I unlocked things, I learned to 'level up', and take greater steps out into space. Science Mode, if revamped well, *is* the story mode we need. We send probes, find a landing site, send ships. Take samples, run tests, do some prospecting, locate resources, find a good spot for a colony. The make-or-break point for me is 'Colonies'. It's something I've wanted since I started playing KSP1. If Science mode fills in a dozen steps between first launch and Colony Builders, then Science mode is absolutely worth it. I still play KSP1 too, and I make my money by farming science points. Since currency isn't a part of this game, my fear is that when we unlock the Tech Tree, there'll be no reason for Science to exist. All those 'steps' that I listed? We may not see them until the Colonies update is implemented. I have patience, and I know this game is being crafted by megafans. Really, who else would you want running development? -
I'm still playing. Playtime does not reflect my devotion or interest; thanks to RL. I will admit that I'm waiting for Science mode. It's the mode I learned on in KSP1, and I appreciate the structure. This number is soft. The current players don't reflect the final product anymore than the current game.
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Does Reinstalling help?
stephensmat replied to stephensmat's topic in KSP2 Technical Support (PC, unmodded installs)
A thousand right clicks got me nowhere. No response from the game at all. A reinstall with the same save had the same problem. Using a mod called Flightplan, I was able to target the docking ports and link them up fine, so at least I know it's me. Looks like I'll have to start over on a new save. Not a dealbreaker, especially this early in the game. Thanks for the double-check. -
That did it. That actually did it. That update has actually made it possible for me to target another craft for docking purposes. I haven't been able to do that in KSP2, and with this new update, I docked my Duna Lander with a larger ship for the first time. This has fixed the gamebreaker for me. Many, MANY thanks.
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My main complaint about KSP2 is that I seem to have lucked into a bug where I can't target nearby ships for docking. A mod that lets me pick docking ports would be quite appreciated.
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We know they have multiple teams. Some working optimisation, some working bug fixes, some working on updates. Also, the bug fixes are huge lists. Three or four patches, then the next step on the Timeline? Sounds fantastic to me.
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Turning back to the Title of the thread for a moment: They Did It! https://www.space.com/juice-jupiter-probe-fixes-antenna-glitch
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Does Reinstalling help?
stephensmat replied to stephensmat's topic in KSP2 Technical Support (PC, unmodded installs)
I just tried it. Uninstalled and reinstalled KSP2. Steam saved my game, so I picked up right where I left off... and still couldn't 'target' the adjacent ship. It's really quite frustrating. -
Does Reinstalling help?
stephensmat posted a topic in KSP2 Technical Support (PC, unmodded installs)
My current game breaking bug is that I can't seem to target another craft in-flight. I've already made a report, but now I'm waiting for an update. Thing is, I seem to be alone in this. I haven't seen many other people having the same problem, so it might be me... If it is just me, could deleting and reinstalling the game help get past this problem? I've never really done that before. -
(Raises hand meekly) Does anyone actually have any news on the attempts to fix the JUICE probe's antennae? The latest info I could find is nearly a week old.
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Done. Maybe it's the Kraken, maybe it's the mods, maybe it's just me.
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Title: Cannot choose another craft as target. Specs: Operating System: Windows 11 Home 64-bit (10.0, Build 22621) (22621.ni_release.220506-1250) Language: English (Regional Setting: English) System Manufacturer: Gigabyte Technology Co., Ltd. System Model: B650 GAMING X AX BIOS: F1 (type: UEFI) Processor: AMD Ryzen 9 7950X 16-Core Processor (32 CPUs), ~4.5GHz Memory: 32768MB RAM Available OS Memory: 31894MB RAM Page File: 28587MB used, 5354MB available Windows Dir: C:\Windows DirectX Version: DirectX 12 DirectX Database Version: 1.4.6 Severity: Med-High. Doesn't affect individual spacecraft, but makes it all but impossible to dock Frequency: Med-High. Can recreate whenever a larger craft and a smaller craft come together. Details: When flying a smaller spacecraft towards my larger one, I right click on the opposite craft to try and target the docking port, and nothing happens. I try left-clicking, switching to the opposite craft via the '[' key, and even the map view, but it's very difficult to separate the two when they get close in the map. Without trhe ability to set the other craft as a target, I can't orient for docking. Other details: I use 'lazy orbit' and 'k2-d2 mods. No other users report this problem, so I don't think they're involved. Does anyone know how to upload a save file for the Devs to Check? EDIT: Added Link To Save File on Google Drive.
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totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
Me too. The news will report it as a failure, but they said a thousand times that the only goal was to get off the pad, and the rest was icing. The thing flew for almost five minutes with twice the force of a Saturn V., and made it to the manoeuvre stage. That's a fair bit of icing. They've already built the next three or four Starships, I believe. Bring on the next flight! -
totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
Everyday Astronaut just reported that the launch was pushed back an hour. -
totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
SpaceX's official channel goes live in 12 hours. -
totm nov 2023 SpaceX Discussion Thread
stephensmat replied to Skylon's topic in Science & Spaceflight
According to The Launch Pad, it's 14 hours away. It's first thing in the morning where I am. I get to watch this tonight. For me, the Launch is today., First time that Time Zones have lined up for me on a major flight test. -
Science parts
stephensmat replied to Little 908's topic in KSP2 Suggestions and Development Discussion
I think there'll be more integration between the stages. No currency this time around, only resources that are spread in such a way to make you exploit the planets and moons. It would make sense if Science worked the same way. Run experiments on one world, unlock the parts you need to harvest that world's main resource. -
The power of Mechjeb has always been the options. For those who need help with ONE thing, as opposed to many things, there's nothing to force you to use it. Rendezvous and Docking has always been the bane of my KSP1 experience, and MJ made it fun. Everything else I can do myself. I have no doubt that MJ or something like it will be made in the future. The game is very... elastic, at this point. It's all clay being molded into a final form. And as with most games that rely heavily on creatives, the style of play will be as variable as the players. Some of us will have no qualms about flying a mission off a checklist of modded commands, some of us will fly everything by hand. most, like me, will likely find one or two things frustrating enough that it's no fun to play without help. The purists will rage, but we've entered the age where a lot of spaceflight is handled by the computer directly in Real Life, let alone the simulations.
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When I am near another craft, I try right-clicking, double clicking, and I can't 'choose' the other craft. I quicksave and quit to menu, then restart the save, and I can suddenly 'set target'. I hit the "]" key to go over and orient the other craft, and I can't 'target' the first one. I quit to menu, restart the save, and suddenly I can. It makes docking agonizing.
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Right now, the only standard we have on updates is the patches. So far, each one has been worth it, and only a few weeks apart. If the third patch is only two/three weeks after April 13, we can consider it a regular schedule. Remember this is bug-fixing and beta-testing. If fixes come out every few weeks, then we could be ready for Science Upgrade in less time than we fear. Deep dives into the code have shown the majority of it is already there. 'Science' will bring us, more or less, to where KSP1 was, not counting the 'Mining Aspects', which is set for way later down the road. Colonies are what I'm waiting for above all else too, but I won't cry if it's six months away; because playing KSP2 with Science mode gives me what I have and love already. Now if I can just get the controls to respond every time when I try to target another ship, and relearn the parts of KSP1 I was supposedly good at, this would be an easy wait.
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Solar sails
stephensmat replied to skylifeplays's topic in KSP2 Suggestions and Development Discussion
I'd like to see it too, but I feel like it'd be shown in a trailer by now if it was going to be there... -
Made my first KSP2 landing on Duna.
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how long do you think it will be between roadmap updates?
stephensmat replied to jastrone's topic in KSP2 Discussion
Yeah, but that number will likely jump with each update. I know science mode will get me back into the game full time. Given how much they're putting into the patches, I'd estimate the time between Roadmap Updates isn't measured in time, but in patches. We know the 'foundations' are done. The point of EA was to tweak the 'Seasons'. I can't imagine that takes a year. Those 600 players are full time beta-testers and bug hunters; plus the regular staff. And if I'm right about the players returning with each new Update, then the progress accelerates, with additional 'testers' at every stage.